Munqaxus
Munqaxus
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2416373#Comment_2416373
They changed it last time to add a general rating, aka if you have a decent rating with other killers they won't throw you into a match with brand new players on a killer you're unranked with, just ones with lower rankings than if you were playing your mains
And you will only be able to cheese the new system for so long.
Right now, you can continually cheese the new system.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2416131#Comment_2416131
it is right now perfectly possible to rank up through excessive camping, tunneling and slugging. Seriously, you can get from yellow to red ranks in less than a week with bubba as soon as you got insidious and maybe noed. sometimes even without these. that's how much of a mess the pip system is
Exactly this. There is a lot of Killers in for a big surprise when their crutches (Camping/Tunneling) put them against survivors that actually know how to deal with it. These players that have been using crutches have stunted their growth playing this game and are basically exploiting the game to get much higher in rank than they deserve. Once a killer uses camping/tunneling, you know that killer is playing way beyond their ability and has really lost the game.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2414634#Comment_2414634
'You said that preventing another player from playing the game is the Killer's goal. Then why is holding the game hostage punished by the Developers'
Because there's a difference between 'getting a kill' and 'preventing the game from ending'.
Camping: Survivor dies. Game is not held hostage. Survivor can die on the hook, and game will eventually end.
Holding the game hostage: Survivor cannot die, match cannot otherwise end.
See the difference?
Your arguments are made in bad faith. Either you have no idea how the game works, or you're deliberately trying to be obtuse to create arguing points. Because the fact of the matter is that your idea is bad. It will be abused. And you trying so hard to say it won't, then trying to mix 'Camping' with 'Holding the game hostage' shows that either you have very little idea of what is allowed, or you are trying to lie.
This is why I keep saying fixes based on 'Camping is illegal' or 'Camping is evil' will NEVER WORK; the foundation of the idea is wrong. The entire idea is based on a misconception and therefor cannot be a good idea from the start.
Survivors say 'Camping is toxic' and thus come up with PUNISHMENTS instead of legit balance changes. Because their mind is in the wrong place to fix the real problem.
Again:
- You give camped Survivors with BP. That takes away half the issue with being camped; that Survivors get nothing if they are camped early. That the match is a waste of time because they earn 1,000 BP, if that. Earning BP also means they are less likely to give up on first hook.
- You create perks and mechanics to encourage Killers to leave the hook. Such things are OPTIONAL because, sometimes, camping is legit. So optional rewards and such encourage leaving the hook while not punishing the Killer if they absolutely have to camp for some reason.
I will also add that Survivors claim 'camping will become EASIER if you speed up generators'. I will call BS on this. As a Killer main; the reason I camp is because the matches go so fast. Not to grief, not to anger people. I camp because 3 gens pop in 1 chase and now I'm playing catch-up.
If gen times we slowed down, maybe by reworking gens so Survivors don't have to 'mindlessly hold M1' as they say and give Killers 2-3 extra minutes; I would bet money camping would reduce. Because camping is boring. But camping is also the only way to FEEL LIKE we, as Killers, are doing something.
Chasing a Survivor feels like we are wasting time as other Survivors do gens. We feel the clock breathing down our necks. Same with hunting for Survivors. Once we have a Survivor hooked, however, we feel like we accomplished our goal; 1 Survivor hooked, probably 1-2 coming for the unhook. So we don't want to lose that Survivor or we feel like we bare back to square 1; 0 hooked/dead Survivors, and gens being worked on again.
So you change gens speeds and I bet camping will stop being an issue. But I think perks and mechanics to encourage leaving the hook will also help.
But I will NEVER back a 'punishment', because they are either vindictive BS (Stealing the Killer's BP? Really?) or easily abused trash (slowing/freezing the struggle timer).
I will also add that Survivors claim 'camping will become EASIER if you speed up generators'. I will call BS on this. As a Killer main; the reason I camp is because the matches go so fast. Not to grief, not to anger people. I camp because 3 gens pop in 1 chase and now I'm playing catch-up.
Obviously you are playing well beyond your skill level if you resort to camping all the time. You aren't even really playing the game, you're abusing an I-Win button built into the game. I play Killer just fine, without using slow down perks or camping. There's just no justification for camping, it makes you worse at the game, as a Killer and stunts your ability to learn and adapt to the game. Every time you camp, you are using a crutch and it's stunting your potential to get better as a Killer.
It's usually the players that vehemently support exploits that are doing that because they rely on the handicap to boost their lacking game play. And it's a lack self-esteem that keeps people doing it, when they could just accept that they aren't that great at the game, yet they can't have fun with the game because they are unwilling to accept that not every player is the best at a game.
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A lot of players want an MMR so they aren't hook-bots for level 1 Red Rank Killers or continually blinded by flashlights against level 1 Red Rank Survivors.
What makes the upcoming MMR system worse than the current one that matches you against Skittles?
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A) Their queue times will be horrendous
This should be the exact same, as the search takes longer, you get a wider range of ranks.
B) It isn't fun playing against high-ranked players. This has ALWAYS been an issue and BHVR has never addressed it. High-level DBD is an awful horrible place.
The current version of DBD doesn't do anything to solve this. Why would this matter?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2414634#Comment_2414634
If the game wasn't designed around the killer removing people from the game. Survivors wouldn't be sacrificed and Moris wouldn't exist. All 4 survivors would always be able to escape every game.
This whole "the killer is preventing me from playing the game" just means you need to get good. You'll be able to play more of the game by being able to outplay the killer more and not getting yourself out early.
Removing players and preventing players from playing the game are 2 different things. Sacrificing players and using Moris allows a player to go to the next game and begin playing again. However, sitting in from of a player for 2 minutes, completely prevents a player from playing.
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@MonsterInMyMind said:
Behavior, please, for the sake of the community and everyone involved, admit that SBMM(MMR) Is not gonna work and it is so very clear all we've seen these past tests is more examples of failure and now you guys cannot even get the system working properly. Seriously, just give it up.
We have a current system that doesn't work or maybe doesn't exist, I'm not sure which.
Why shouldn't Behavior try and put something into place and MMR has been shown time and time again to work. Maybe it won't work but isn't it really their entire job to fix things that aren't working.
Your basically telling the Developers that everyone is fine with you putting out content and not fixing problems with the game.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2414416#Comment_2414416
'Again I ask, Why should one player have the ability to prevent another player from playing the game, from a game design perspective?'
Because that's the Killer's GOAL. How is this hard to understand? The Killer removes you from the game. He does this by putting you on a hook. He can then camp that hook if he suspects people are nearby.
How is this hard to get into your head? This is not 'toxic behavior' just because you don't like it.
You said that preventing another player from playing the game is the Killer's goal. Then why is holding the game hostage punished by the Developers, because by your logic a survivors job is to survive, so preventing the Killer from killing you by hiding is also acceptable. Do you see how your logic breaks down. From a game design perspective, you do not want one player to prevent another player from playing the game. If there are exploits that allow it, you either remove the exploits or punish players for using them.
Killers don't need to camp. I never camp as killer and can play just fine. In fact, if you are camping, then you just aren't able to play the game to the level of survivors you got and have lost that game. Just because you got a 4k camping, doesn't mean you won the game. You camping indicates you lost the game. It's a bad strategy and a toxic behavior which should be discouraged because it adds nothing to the game for either side.
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@MonsterInMyMind said:
Behavior, please, for the sake of the community and everyone involved, admit that SBMM(MMR) Is not gonna work and it is so very clear all we've seen these past tests is more examples of failure and now you guys cannot even get the system working properly. Seriously, just give it up.
You never get something right the first time, it takes trail and error to get something right. MMR has worked successfully in other games and will work successfully in this game unless the Devs take your advice and just give up.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2414374#Comment_2414374
Here we go again.
- Just because camping makes your feelings hurt does not mean it's toxic. There is no 'original problem' unless you're an entitled Survivor.
- Again; the chase should be the Killer's CHOICE. My scenario shows that your idea takes the choice away from the Killer; either he camps & gets punished, or he chases & gives an unhook. What if he needs that kill to start turning the match around? The choice is not in the Killer's hands anymore. You are deliberately ignoring this to pretend your idea is good. It's not. It sucks.
I've tried being polite but I've had this conversation more times than needed. No. The choice to camp or not is the Killers and should not be removed from his hands because some salty Survivor mains think they deserve every unhook the second they want to go for it, or believe camping is a problem because it hurt their feelings.
These ideas are pure trash or easily abused. I've pointed it out multiple times and Survivor mains like you ignore every flaw, or worse; think the flaws are perks because they benefit Survivors.
Camping does not need punishment or removal. it needs two things:
- BP for the Survivor camped, to encourage them to waste the Killer's time instead of hook-suiciding.
- Perks and mechanics to encourage the Killer to leave the hook. Not punishments.
Anything else is spiteful garbage or easily abused trash. I'm done trying to point this out in a polite manner, because SOME people ignore it and go 'Well, if I ignore everything you have said; my idea is fine!'
Camping is the choice a Killer can make, same as Survivors genrushing. A mechanic to punish it could screw Killers out of legit wins. Stop with these bullshit attempts to restrict how the Killer plays just because you hate losing.
The only 'problem' with camping is Survivors who believe it's not fair that they lost.
This is a game design issue. The game allows one player to prevent another play from playing the game. Again and again, BHVR has punished players for toxic behavior, such as holding a match hostage, DCing or using racist terms.
This is not a punishment against Killer players, because most Killers don't do this. However, there are a few players that do participate in toxic behavior, this is one of those toxic behaviors.
I'm not refuting your page long rant because it looks like it's copied&pasted and is filled with ad hominem attacks and doesn't have anything useful in it. What is your reasoning as to why one player should have the ability to prevent another player from playing the game? If you want to discuss this, we can, but you have to remember emotion does not carry an argument. Logic does.
Again I ask, Why should one player have the ability to prevent another player from playing the game, from a game design perspective?
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@BenihimeWrath said:
Remove aura reading
Make the perk bonus revives another hex totem 1/2/3 times.
Alternatively you could fix totem spawns so they aren't rancid, fetid garbage.
Undying is so horrible it's used in 50% the matches I play.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2409426#Comment_2409426
Camping or not; I don't agree with punishing the Killer. It's too easy to abuse, and could kick in at a time where the Killer needs to confirm a kill to turn the match around. Add mechanics to encourage not-camping. Let's see..
- Give camped Survivors a BP bonus as 'Distraction: The sight of wriggling meat makes the Killer forget what he should be doing'. For every second a Killer is camping, a Survivor gets 50 BP/s or something. Number can be changed to be fair; I just pulled it out of my butt.
- More perks or mechanics to ENCOURAGE not-camping. Like...A 'chain bonus'? IE: For 45 seconds after hooking a Survivor (number can be changed), the Killer earns more BP for other actions. Like chases, breaking pallets/gens, attacks, etc.
That second one would encourage Killers to leave the hook because they have a rapidly-expiring bonus to take advantage of.
Giving bloodpoints to the camped survivor does not solve the original problem. The problem is caused by players that have the ability to prevent other players from playing the game.
The Developers punish toxic behavior to reduce that behavior. You DC, you get punished. You call someone a racist name, you get punished.
This is another toxic behavior and needs to be punished to reduce it. I mean really, how is this any different than a player standing on a rock or holding the game hostage. All three of these behaviors stop the game from being played.
Survivors just stand 30+ meters away, in opposite directions. Now the Killer can't start a chase without giving up an unhook, and he can't protect his hook without being punished. I have pointed this out probably 100 times by now. But Survivor mains keep ignoring reality to stomp their feet and demand their easy to abuse trash ideas.
This argument makes no sense. This kind of situation is completely Killer-sided. What killer wouldn't want to start a chase immediately after hooking someone. This isn't a bad thing for the killer, this is a good thing for the killer. If that's the only argument against my idea, then I think my idea is pretty good.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2408546#Comment_2408546
What every 'Whaa, Camping is bad' Survivor ignores is that Killers cannot 12 hook. The state of the game as it is right now; the Killer does not have the time to 12 hook. From a time standpoint, it would take the Killer twice as long to 12 hook as it would a SINGLE Survivor doing all 5 gens, solo, without skillchecks, perks, or items.
Just look at how 3 gens can pop in ONE chase.
And what is the normal reply to that? 'Oh, fix that problem later'. Yeah, just prevent Killers from winning AT ALL, and 'fix that later'. That really shows the mindset of everyone making bullshit 'fixes'. But to these whiny Survivors; genrush is fine, legal, and fair, but a Killer trying to get kills outside the Survivor Rulebook is punishable by fragging their computer.
The OTHER mindset of these folks is 'Punish the Killer has harshly as possible', with things like stealing his BP, or openly abuseable mechanics. I still remember one Survivor main openly admitting they want the old punishment back, exploits and all, because it punishes camping. Everything else was secondary to 'punish the Killer'. Balance? No. Issues with denying the Killer legit kills? Did not care! Killer was punished; so it worked for them!
Survivors have to get it through their thick heads; if Survivors are allowed to win as efficiently as possible, so are Killers. This includes tunneling and camping. The fact that it 'prevents the Survivor from playing' is the dumbest complaint ever said. The whole point of the Killer is to remove Survivors from the game.
To complain that the Killer killed you, and make no mistake; that's what this boils down too, is to show that you should have 0 input on the game balance process. Because all these Survivor mains want is to prevent the Killer from killing them. Everything is a smoke screen to 'Whaa, I lost. Change the game to hold my hand.'
Killer camped you? Tunneled you? Git gud. Don't be found first.
Blame your teammates for an unsafe unhook; the Killer, if they are not a noob, won't waste time trying to FIND you to tunnel if he sees someone else in front of him. It's about time economy; if the Killer can see the wounded Survivor; he dies first. If he can't; he won't waste time hunting when he sees someone ELSE in front of him.
But Survivors screw up with unsafe unhooks, being found first, going into dead zones, etc. and then claim it's the Killer's fault, and the game should change to prevent however they screwed up.
Just git gud. 🤷♂️
This is a game play issue that needs to be fixed by the Developers. In fact, it is the largest issue in the game right now. No other game that I know of has ever let a game-flaw this major stay in the game for this long. One player preventing another player from playing the game they bought is completely unacceptable from a design perspective.
The Developers tried to fix this one time and just stopped after that. They tried to pause the hook timer while the player was being camped and it didn't work because survivors would initiate chases around the hook.
Band-aid fixes such as Decisive Strike and Borrow Time only work if those perks are brought into the game and if the killer doesn't just ignore them.
Yet the core idea was a good idea, it just needs some adjusting. Why not try pausing the hook timer, while the killer is in so many meters AND is not in a chase. Or transfer bloodpoints to the survivor that is being camped, while the killer is in so many meters AND is not in a chase. Or add a 5 or 10 second timer. Or if no survivors are near the hook and the killer stays within so many meters.
The point is, this is a solvable game design flaw. The Developers tried ONE fix, then gave up.
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Tunneling and Camping kind of forces Borrowed Time, Decisive Strike or Sprint Burst (The hidden anti-tunnel perk). When you have 1 or 2 perk slots dedicated to toxic killer behavior, then it's hard to decide on the last 2 or 3 open perk slots.
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@Msterflex said:
It feels like I can’t chase even one survivor for like 20 seconds before they got three gens repaired by the time he’s hooked. I don’t hyper focus I give a brief chase break a pallet or two and get a hook but it seems literally impossible to chase survivors and do gen pressure at the same time so what am I supposed to do?
- When you down a survivor, take him toward the center of the map hooks. It gives you more map control.
- Take survivors to hooks that are near gens that have been worked. It allows you to kick that gen.
- Don't chase toward finished gens. Those areas are useless to the killer and survivor, that survivor is useless to the team until he gets back.
- Look for 3 gens close to each other and defend those more than other gens. Try and criss-cross those gens as you move from one side of the map to the other.
- If there are multiple survivors working a gen, chase one off, then come back and try and surprise the survivor that went back. That's 2 survivors not working gens.
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Every time I see a post asking for hatch nerfs, I just can't help but think of all the bellyaching that will occur when the Killer nerfs hit shortly afterwards because when those hatch escapes are converted to kills and Killer's kill-rates increase, you will see Killer nerfs.
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@Clowning said:
Nothing can ever beat the ol' Flip-Flop, Power Struggle, Tenacity and Unbreakable in terms of sheer fun.
I have never got power struggle to work.
I've gotten the struggle bar to 25% and never seen the option to throw down a pallet. What am I doing wrong.
Also, do you throw the pallet down like you would normally throw pallets down, with the spacebar or do you use the "action" key?
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@ciara1999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2407516#Comment_2407516
I was wondering why I hardly see it. It seems op now
Because your whole perk lay-out has to be build around Lucky Break. So you are giving up endurance perks, anti-tunneling perks and all matter of other useful perks to make one perk work.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2407374#Comment_2407374
'Killers winning is a design flaw!'
The three replies above me said it best; the Killer killing you is not a design flaw. This is what I mean when I say 'Survivors want to control Killers'.
You must not have read what I said because I don't see where I said "Killers winning is a design flaw!"
I said a player preventing another player from playing a game they purchased, is a design flaw.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2407007#Comment_2407007
I read it. Your points boil down to 'Survivors should control Killers' and 'Killers have a duty to make the game fun for Survivors'.
Basically standard Survivor main talking points where they blame Killers for trying to win, think they can control how their opponent wins, and think Killers are employees that have to follow a set of rules to make Survivors happy.
Camping is fine. If Survivors can genrush, Killers can killrush; IE: camp & tunnel to kill as fast as possible.
Why are Survivors allowed to do their objective as quick as possible, with gen stacking, toolboxes, BNPs, and perks to speed up gen repairs, yet Killers are evil mean toxic jerks for trying to kill as fast as possible?
Oh, right; Survivor entitlement.
This isn't about Killers or Survivors, this is about one player having the ability to completely negate another players ability to play the game. That is a design flaw.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2400935#Comment_2400935
No. Stop with the 'TaKe ThE KiLlErS bP!' spiteful BS. This is not 'balance'; it's spiteful BS simply to punish the Killer as extremely as possible.
Also; Survivors could still abuse that idea, as they were too far away for a chase to start. I have said this how many times now?
A killer that face-camps is literally nullifying the ability of a player to be able to play the game they bought. That is the most spiteful BS thing you can do in Dead by Daylight. The behavior is rewarded by the game because the killer gets a kill and get points. Why not remove the reward for camping and instead punish this toxic behavior. If you are a killer main, then you should agree with this, unless you participate in this extremely toxic behavior.
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@terumisan said:
If your increasing both survivors and killers speed how does that change anything? A better change would be is just shrinking maps to be closer in size to coal tower
You can't shrink maps without also nerfing the 4 high mobility killers: Nurse, Blight, Billy and Wraith. They already dominate small maps, shrinking the rest of the maps would require a nerf to them.
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@Vulgun said:
When you have something that's called "Undetectable", you best damn be sure that you make it so that you're completely undetectable by any means.
There's no reason why Spine Chill or Premonition should proc when a Killer is Undetectable.
Undetectable is unaffected by psychic phenomena and the name of both perks indicates they are both psychic phenomena.
In all seriousness, it's a game and just because a word is used, it doesn't necessarily have the same definition in the game as it does in the real world.
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@KeiraKATANA said:
How about a new proposal to stop camping...
When killer is within X meters of the hook radius pause the hook timer.
Comments?
It's already been tried. However, if you add the stipulation that "the Killer is within X meters of the hook and is not in a chase for x seconds", then that would prevent survivors from abusing it.
I personally think survivors should get an extra 1,000 bps every 5 secs and the killer should get -1,000 bps every 5 secs they meet that condition.
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@ThatOneDemoPlayer said:
Blight is the most perfect Killer in this game. He is strong, but counterable. He has mobility, he has lethality, he has everything a strong killer needs, but like I said, he can be countered
Because there are several extremely small maps that allow non-mobile killers like Trapper to be relevant, but that same small map becomes oppressive when you have a killer that can go from one side of the map to the other in a few seconds.
Survivors are screwed on small maps against mobile killers like Blight. Non-Mobile killers also can't have all of the map sizes reduced because it totally unbalances killers like Blight.
So Blight is bad for both Killers and Survivors. (Nurse, Wraith and Billy have the exact same problem)
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2394046#Comment_2394046
Yep and that’s why he needs a full rework because it’s clear the devs can’t balance his current power
His power started out bad, since it's pretty much a carbon copy of Huntress. There really wasn't much thought put into his power. Huntress throws things to put you into a dying state, Trickster throws things to put you into a dying state. The only difference is the amount and that doesn't differentiate the power enough. Why would I want to play Huntress if I have Trickster or why would I want to play Trickster if I have Huntress.
Plus, lets face it. Huntress wearing a bleeding Moose-head is much more bad-*ss than smooth chested Trickster in his yellow rain slicker.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2393142#Comment_2393142
then they should with iron will because this is completely unfair
Iron Will probably reduces breathing sounds because there's several survivors that you can't hear breathing on anyway as a killer. That makes it fair for all survivors. Could you imagine how unfair it would be to play Jeff with Iron Will vs an Ace with Iron Will.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2392688#Comment_2392688
It’s harder than hitting hatchets in my opinion. For one, there is the awful recoil and for another, they have tiny hitboxes. I’ve said it before and i’ll say it again: you only need to hit two hatchets with huntress as opposed to 12 of his tiny knives. As someone who plays a lot of killer, the idea that Trickster is easier does not ring true. He feels harder than her with less reward. And then there is Deathslinger who is easier than both and is able to hit tiny spaces that Hunteess can’t hit.
I honestly always thought Deathslinger was better than Huntress but boy did people come out of the woodwork to say he wasn't.
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@Lord_Tony said:
"grunts of pain reduced by 100%"
yet it also reduces their breathing too, maybe have it not reduce breathing or say it reduces breathing in the description so it's not dishonest.
I'd say just add "Reduces Breathing" in the description and be done with it.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2387894#Comment_2387894
She literally looks like an angry 50 year old lol did you not see the MASSIVE backlash in the PTB feedback section when it was first revealed lol. Also, they've done refunds before and now seems like a perfectly fine time or at least compensation considering they completely changed a characters face. I paid for Kate Denson not Gertrude Haginson.
I upvoted you just for 'Gertrude Haginson'
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2392656#Comment_2392656
No, your point stinks. He is nowhere near as strong as Huntress for the simple fact that he has to hit 6 times to her 1 for a health state. With the ammo nerf, i’d argue he is even more punishing because he has to reload just as she does, but without the reward.
I think he currently has 44 knives, which means he basically has 7 hatchets. On top of which, he has the Show Stopper ability. He's like an easier to use Huntress.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392294#Comment_2392294
Holding W is boring, but what do you expect? Bhvr released multiple antiloop killers in a row. All that left was to pre drop and run. Add to that constantly getting hit through pallets and why would survivors loop?
This is exactly the reason 'holding w' has become a thing. BHVR basically make 'holding w' the only option survivors have with anti-loop killers or hit-through-pallets. Nemesis and Pyramid Head both are almost useless to loop against since their power goes through pallets and walls. Spirit you have no way knowing where she is. Trickster hits you over short-wall loops, so it's better to be further away from him to try and dodge his knives. Freddy has pools. Nurse is nurse. Leatherface goes at nascar speeds around a loop if he uses his power and eats pallets quicker than the cookie monster eats cookies.
Looping is DEAD
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2392634#Comment_2392634
Can I not share an opinion with a streamer?
He obviously didn't have a valid counter argument, if that makes you feel better.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2378578#Comment_2378578
None of those are even close to mobility killers. Clown moves 10% faster. Oni has high mobility for a short while and spends the rest of the time being an m1 killer, Legion is not a mobility killer in the slightest they move 15% faster then eat a 4 second stun. Hag has to compeltely rely on survivors setting off a trap to be mobile and otherwise is a 110. And both Freddy and Demogorgon don't have mobility as their primary power both of them just have it on the side its like calling Pig an antiloop killer because they can dash.
All of those Killers have a reasonable way to move around the map without being able to move from one side of the map to the opposite side continuously with penalty. For example, Blight can move from one side of the map to the exact opposite, then be right back to the other-side again without any penalties. If Freddy teleports to a gen on the opposite side of the map and doesn't find anyone, he is penalized by having to move at normal speed while his power recharges. The game is always going to have a problem when you have 1/6th of the killers that can abuse their movement power without consequence, having complete map control while the out 5/6th are being held back by mobility.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2376621#Comment_2376621
If that killer gets everyone that's the survivors fault for not just doing gens and getting out.
You could say that if the Killer didn't get to Red Rank 1. At that point, the issue is a gameplay issue, not an issue caused by survivors not doing gens.
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That this forum is so Killer-sided that if the Developers actually did listen to suggestions from it, survivors wouldn't have arms or legs by the time they were finished.
There are so many suggestions from Killers for nerfing survivor things that have no reason to be nerfed, that it's not even funny.
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@SacrilegeGG said:
Not sure if joke post or if the OP simply has never played killer (very likely), given that the info is so desperately, horrifically wrong.
Or the OP is from an alternate timeline where the Spirit is completely different. Or from the future, after Spirit has been reworked into some god-awful token-cooldown system.
Simply playing any of the killers mentioned in the original post will showcase that hey, they're not as easy or oppressive as Munqaxus seems to think. This is very much a "I suck against these killers so they're clearly OP, even though I have literally never played AS THEM so I don't understand them in the slightest"
I don't play Nurse but I do play Billy as one of my 3rd main and have played some Wraith, Spirit and Blight. I also play Trapper and Plague and can tell a major difference in how easy it is to get 4ks with the Billy, Wraith and Blight compared to Trapper and Plague. I usually have 4 to 5 gens left with Billy and Wraith without running ruin compared to usually being around 1 to 2 gens with Trapper and Plague before I get a 4k.
I also play survivor and can see a massive difference when playing against those killers compared to other killers.
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Invasion of the Body Snatchers.
Zombie Hoards.
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He is right. But what I find funny is that the game is actually MUCH more fun if you play it casually. Once you start going hardcore, meta-perks/builds, the game becomes infinitely less fun.
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@swagger12 said:
all she needs is some power tweaks and better addons.
See is a weaker killer compared to other killers, but I think the problem is an issue with the Pig but more an issue with some of the over-powered Killers everyone compares her to. Nurse for example, just needs a complete rework. Blight needs a nerf and Spirit needs her power changes a bit to allow survivors to be able to make informed decisions during a chase.
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@throughshot said:
I don't wanna argue about if killers or survivors hold the game in hostage.
I just hope there is a time limit ( 20 minutes maybe? ) then everyone could get out of an endless bad match.
A give-up button would be another option.
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@Seraphor said:
I think the real question here is, are cooldowns a metric of a balanced power?
You've highlighted The Spirit as your prime example of a balanced power, and said that Nurse has no cooldown as is therefore not balanced...
If that doesn't show you the error in your logic I don't know what to say.
I'm specifically talking about low-cooldown mobility powers. There are people that consider Spirit's power problematic for other reasons. However, since her power also gives her mobility, the mobility of her power is balanced by the fact that there is a longer cooldown attached to it.
Where as a Nurse has the ability to move from one side of the map to the other over and over again rapidly. This is especially problematic because of BBQ & Chili.
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@KeiraKATANA said:
If the killer got a debuff for putting the same survivor into the injured or dying state consecutively / twice or more in a row, with the exception of the obsession, then it would motivate killers to try and go for other survivors, not just the same one over and over. This debuff could stack.
There would to be a way to discern the difference between survivors for when you have people using the same character/skin.
I agree that the developers need to work on soft camping pared with tunneling but what happens if the Killer happens to come upon the survivor they hooked when they weren't actively tunneling. Also, putting a survivor into an injured state implies that the survivor had time to heal, which wouldn't indicate tunneling.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2378578#Comment_2378578
So you're just ignoring that people told you Nurse, Blight, Billy, and Wraith have cooldowns on their power? I guess you'd have too, in order to demand nerfs for them.
I think that since the title contains "No/Low Cooldowns", and that the post contained 4 additional "Low Cooldowns" that I wouldn't need to reply to that. I do still feel that it's blatantly obvious what "Low Cooldowns" means, since I noted the cooldown times in relation to Spirit's cooldown times, so I will only reply to you with this blisteringly sarcastic retort instead of giving you the definition of "Low Cooldowns". Does that help any?
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@Power_Guy said:
'Mobility Killers need long cooldowns!'
*Proceeds to list every mobility Killer that has cooldowns*
So I guess you mean 'Mobility Killers should be nerfed, but I will hide it behind an attempt at balance'?
I didn't realize I mentioned Oni, Clown, Legion, Hag, Freddy and Demogorgon. Where was it I mentioned those killers in my post again?
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@Alionis said:
Arbitrarily long cooldowns are neither fun to play as nor are they good game design, quite the opposite. It shows an inability to address the core issues, which the devs are famous for with their bandaid fixes the past 5 years.
They work fine for Spirit and her power doesn't allow her to Insta-down (Billy), Avoid Looping Entirely (Nurse), Have a speed up after uncloaking (Wraith) and is similar to what Blight does sans her invisibility. (Nurses movement speed would need to be increased to 110 or 115).
Long cooldowns would not reduce the functionality of these powers but would keep these killers from completely dominating small maps, which is preventing reducing the map size for the other 5/6s of Killers in the game.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2378284#Comment_2378284
Im sorry but please tell me you are not running Monstrous Shrine on my Piggy. Do you have all perks unlocked?
I'm just joking, Monstrous Shrine needs a buff badly or a rework. It should probably be removed and it's ability added to Territorial Imperative.
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@DoomedMind said:
There were two survivors , and a killer can't kick a gen if someone is working on it, and a killer can't kick two gens at the same time.
If he doesn't want to kill anyone, just work on the gen until it's done.
If he's playing the game, but overpatrolling the gens, harass another gen that the other surv is doing.
If he's playing the game, but you want to quit, let him kill you.
With two survivors left, a killer can't hold a game in hostage, the survivors are holding the game in hostage.
Take off your Killer-Colored-Glasses dude.
I play both and Killer can definitely kick gens and keep the game from progressing depending on the map. If they are on coal tower, Hawkins, the Wrecking Yard map or other small maps, the gens are so freaking close and add a fast killer like Blight, you'll never get any progress on gens if a killer is trying.
Plus, you have to remember that there is only 1 person working on gens at a time, the other person is being chased or downed. And if the gens were in a bad position, what are you going to do.
But neverminded, the Killer can never be in the wrong.
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@GuyFawx said:
Id much rather have him customized over the sickle or whatever that is like a demon baby.
Totally agree.
Twins is my third favorite killer and Victor needs some skins. A monstrous monkey skin would be awesome!
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@CornHub said:
At 1st I was understanding when it was came to the DC's. Alot of people hate going against Spirit, so they'd rather go into, hopefully, another non-spirit match, but people are honestly just DCing against any inconvenience & using the "I won't be forced to play a game I won't like" excuse. I just don't understand. Why even queue up for a match if you know you're going to DC against one of the most commonly played killers??
Well, you know, maybe the issue isn't DCing and is Spirit.
I play survivor and hate DCing but when all the survivors DC on a specific killer, then maybe that killer is the problem.